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CMFI Rome to Victory mini campaign -- just about ready to go ahead

Update on this ... RL has stabilised a bit after all the recent curve balls ... so back at this campaign.

Fictional campaign -- Italy August/Sept 1944 German delaying action by various units versus advancing Allied (South African & Canadian) mechanised spearheads.

Below pretty much final version of the campaign map. Each sector has a dedicated CM map assigned to it -- still a bit of work there: maps have been selected but some adaptation work still needs to be done.

GhBtqWT.jpg


The set up is theoretical for play testing -- Germans can set up anywhere west of the Allied arrival zones ... Allies can chose their arrival zones, as long as the South African units are adjacent.

Initial German blocking force:
1x slightly depleted Fallschirmjager Btn with support units
1x Company of a Gebirgsjager Btn (rest of the companies still on route)

German reinforcements:
Rest of Gebirgsjager Btn
1x PzGr Btn
3x pltns of Pz IV's
3x pltns of StuG's
1x Nebelwerfer battery

Allied force:

South Africans:
1x Coy of Natal Mounted Rifles (armoured recon)
Kimberly Regt (1x Motor Infantry Btn on halftracks)
Cape Town Highlanders (1x Lorried Infantry Btn)
elements: Pretoria Regt (3x tank platoons)
elements: 11th Anti Tank Regt (2x Tank Destroyer pltns)
1x battery 6th Field Artilley (SP guns)

Canadians:
Perth Regiment (1x Lorried Infantry Btn)
elements: Calgary Horse (equivalent 6x tank platoons)

Each Btn HQ has attached for fire support either 105mm or 25 pounder arty troop/battery which can fire over range of two zones.

Looks like a lot of units, but once they are on the map and start evaporating as battle csualties kick in (for instance, any Allied company units at 1/3 strength is considered combat ineffective and will no longer be able to attack)

Explanation of unit counters and what they represent here:

8lKZder.jpg


ORDERS will be issued simultaeniously by CO's of both sides and played out by the GM (me)

I will post more detailed rules hopefully over the weekend.
 
Over lunch today, experimented with the random chit draw from a cup that brings the reinforcements/follow up units on the board.
These can be either companies or tank/support or HQ units ... seems to work out pretty well, even when the Canadian tanks all arrive at the same turn... LOL

Number of arrivals is determined by die roll:

AXIS:
die roll 1: 1 unit
die roll 2-5: 2 units
die roll 6: 3 units

ALLIES:
die roll 1: 1 units
die roll 2-4: 2 units
die roll 5-6: 3 units

Die roll will also determine AXIS entry zone for each unit.

There will be FOW with reinforcements, CO's will not know what exact reinforcements the other sides gets before the orders are processed and played out.

It will add some tension and excitement ;)

Next step -- prebuild the CM battle OOB's for import into the battle scenarios.

Once ready, the CM battle maps will also be available for viewing for the CO's in a dropbox folder.
 
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Quick explanation of how movement works with the campaign map zones.

Movement cost is determined by the method you enter a map zone: along the road network or cross-country (it'll be mostly along roads)
There are FIVE basic types:
1. Clear (open farmland) - may contain village
2. Wooded (wooded farmland) - may contain village
3. Hills (hilly and rough terrain, with odd trees and woods) - may contain village
4. Rivers (any of above with a minor river running through it)
5. Small towns and airfield on clear maps with possibly a minor river

Here the movement cost chart -- mechanised/motorised and foot infantry have different values:

Movement cost chart.jpg

Here below some movement examples for various units:

Mech/Mot units have 5 MP
Foot Infantry have 3 MP

2. PzGr Coy (Mot) unit moves from CAMPOLI --> TRAMONTI (Hills Road 2MP) --> FAUGLIA (Hills road 2 + 1 River) = 4 MP (can't move further this turn

1. PzGr Coy (Arm) moves from BICCARI --> CORVINO AIRFIELD (Clear 1MP) --> CORVINO (Clear 1 +1 River) --> SANTA SOFIA (Hills Road 2) = 5 MP

1. Pz Abt unit moves cross country from BICCARI --> VEROLI (Cross-country clear 3 MP) --> PERSANO (Clear 1 + 1 River) = 5 MP

1. FJG and 1. GBJ are foot infantry and can move on the white cross country connector using 3MP between FIUGGI and RAVELLO (the 1. PzJg unit cannot make the same move as a mechanised unit.

A Coy Cape Town Highlanders moves from ABRIOLA --> TRIVENTO (clear road 1MP) --> PONTE GALLIANO (Road Woods 2 +1 River)

A Coy Kimberly Regt moves from SAN MICHELE --> AVIGLIANO (clear road 1Mp + 1 river) --> SONNINO (clear road 1) --> CAPRACOTTA (clear road 1) --> RAVELLO (clear road 1) (and then would have tyo attack 1. FJG Coy if they were present in that zone.

1. Calgary Horse moves from LUCERA --> VALLE VERDE (wooded road 2MP) --> SANTO STEFANO (wooded road 2MP) (Note: presence of villages and towns don't affect movement rates, the other terrain of the zone is key)

Movement sample.jpg



Hope this all makes sense ... hope to post the complete rules tomorrow.
 
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